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Beta 0.6 Changelog
AViewFromTheTop opened this issue ยท 4 comments
Putting this up so we can hopefully provide players with a more descriptive changelog for the next update, and so we can also track our progress.
FEEL FREE TO EDIT AND ADD STUFF THAT ISN'T LISTED!
WARDEN
Added new Warden animations & visual improvements:
- Emerge
- Dig
- Sniff
- Attack
- Tendril Clicking
- Head Rolling
- Souls now pulse along with the heartbeat sound
- Tendrils now glow alongside detecting a vibration
- The main Warden overlay now properly inversely matches the block light level
- Has a new pulsating Dot overlay
- Updated texture
Warden changes & bugfixes:
- Updated hitbox
- Wardens now have new sounds
- Players now have a minimum suspicion value of 3 per vibration, other entities have a minimum of 2
- Wardens get more suspicious of a player based on vibration frequency
- Wardens can now detect items falling and eating
- Wardens can no longer move towards a vibration until the vibration reaches its head (Vibrations are finally delayed)
- Vibrations reach the Warden faster as it gets angrier
- Warden vibrations now work properly on servers
- Sniffing adds a suspicion value of 7 now
- Wardens will sniff after wandering for a short period of time
- Wardens will now roar after being hit twice- attacking them significantly raises their suspicion.
- Wardens now always move towards the location they just sniffed instead of staying frozen
- Warden now chase their targetEntity for 3 seconds after roaring
- Wardens will now attack entities that stand next to it (and have a suspicion level higher than 7)
- Wardens can no longer attack each other or become suspicious of each other
- Wardens now avoid directly walking into lava, fire, and powder snow
- Wardens stay around in peaceful mode, but will not attack or sniff.
- Nametagged Wardens will hide underground instead of despawning, and will re-emerge once they detect a vibration.
- Wardens can no longer dig and despawn on non-solid blocks and pistons.
- The Warden now emits Darkness.
- Changed heartbeat timing to match Minecraft Live
- Wardens can now wander around properly
DEEP DARK
- Generates below y0
- Includes various Sculk Growths
SCULK
Completely rewrote Sculk Growths:
- Sculk growths now expand once a radius is filled with Sculk
- Outer Sculk growths (past 24 blocks) now spread in a vein-like manner
- Sculk growth performance has been heavily optimized
- Sculk veins can now grow on all sides of blocks
- Sculk can now grow on walls and ceilings instead of only floors
- Sculk activator placement has been revised, and can now be modified with the use of datapacks
- Multithreading for Sculk Growths has been removed
- Added new gamerule "sculkStopsSculkCheck" to improve performance with massive Sculk Growths, this is off by default.
Sculk Shriekers:
- The radius for inflicting Darkness upon a player has been significantly increased.
- Revised Warden summoning; Wardens can't emerge if it's daytime and they're exposed to the sky, they'll instead whine underground. Wardens can now also be summoned 24 blocks away from another, instead of 48.
DARKNESS
- The Darkness effect now controls the close, closer, and closest sounds.
- Changes made to fog rendering due to the implementation of the Darkness effect will now only be applied while Darkness is active.
FROGS
- New and improved eating animation
- Now walk at the intended speed
- Can now eat while in water
- Longer eating cooldown
- No longer eat fireflies
FIREFLIES
- Now Have spawn egg and spawn in swamps
- Now use quaternion rendering
- Have new AI
OTHER FIXES
-
Mangrove Swamps no longer crash the game.
-
Numerous texture changes and model fixes
-
Mud bricks and mud have new sounds!
-
Added rooted mud, a new block that is mud + mangrove roots, you can craft it by combining those in a crafting table.
-
Added a new secret mode that only four people will ever see.
@MerpisMe don't forget this for 0.6
@MerpisMe don't forget this for 0.6
yep, just copied this onto the changelog